Here's a little bonus: the From Max input of the Map Range node at 18:30 can be used in the range of 0 to 1 as another way to trim the lightning without the wiggling effect.
You are far more advanced in knowledge of geo nodes than any other youtuber. You will be famous one day, keep it up. If you did a paid course to learn geo nodes, i would absolutely buy it no matter the cost. Following tutorials can only take me so far, I don't actually understand how to create complex objects like this.
you're way too powerful! Stahp! xD I can't stop admiring your geometry node creativity. I've gotten so comfortable with the shader nodes, but just can't get into geometry nodes for some reason. You're definitely helping me :>
MaxEdge I want to thank you for your fantastic tutorial that helped me build a very important scenario for me. Thanks to this tutorial I managed to make a very dynamic and volatile lightning system with which I can give visual reality to the elements inside them that serve as a distribution point for these lightning bolts. Your analogy and mathematical construction with geometry Nodes is fantastic. I confess that I was more in the ideology of copying and reproducing. Then I made other appointments to know how to make internal adjustments in each group. I select the NODE or set of NODES and type CTRL+J and then type N to open the extra control panel, go to NODE, mark "COLOR", then in "LABEL" I write what these NODES control, for example : Number of Forks, Rotation of Forks, Length of Forks and etc etc. I now have a matrix file and I hope to use it a lot in future projects. THANK YOU SO MUCH!
Hi Max! Thank you for your work! In Blender 3.2 I found the replacement for group of Math nodes that are making a "parabola curve" to control boost of the noise. You apply it here at 05:15 . For me using the Vector Curve node worked better - with previous set up it worked bad with the Overall Noise.
I love your tutorials, about the blender crashing part. You can recover progress through Recover > Auto-Save (if it's enabled) > Then Select your Project's most recent save file. It doesn't save stuff that you baked btw but it can save some progress if you have Auto-save enabled.
Thank you, great tutorial, all works well, until 19:40. "Curve radius" do not transfer to Map Range node. I using Blender 3.1 Alpha (from official site)
@@DJSantoBeatz Managed to solve the problem, it will be necessary to make changes to the node "Fork", I passed radius of vertices with the main curve, child rays come from these vertices. Using version 3.2Alpha th-cam.com/video/b6F5Br8TtOU/w-d-xo.html
Oh, for anyone on 3.0.1, the way you can set up the thing at 19:50 using a Curve parameter for the value, spline length into power math node into To Min, it breaks if you scale it too much tho. Edit edit: The log function seems to work better?
@@DJSantoBeatz maybe because 3.0 doesn't have spline parameter but curve? i think i'll just update Edit: updating to 3.1 fixed it, so i think it's spline/curve parameter
@@F3rd0 I'm strangely still having the same issue in 3.1? Did you load your 3.0 project in to 3.1 and it was fixed? I noticed that it automatically converted curve parameter nodes to spline parameters, but it still seems to be passing a 0 value through the capture attribute node
@@DJSantoBeatz I downloaded blender 3.1, chose to import 3.0 settings, deleted blender 3.0, opened old file and curve parameter was converted to spline parameter but i deleted it and re connected...it worked for me
amazing tutorial mate. however, you could simplify the parabolic equation by simply eliminating it and using a RGB curve node to manipulate the effect of noise according to your liking! Cheers!
Amazing, Best Lightning tutorial out there, thank you! 1 question, i might have made a small mistake somewhere along the line, for some reason some of the instances (mainly on the 2e fork) are not perfectly lined up with the main lightning. there is a little gap at the start of the forks. does anybody know how to fix this ? Thanks !!
Great tutorial. Thank you. One issue that cropped up when I plugged in the noise node after the Join Geometry (21:32)... the secondary curves detached from the main curve. Using Blender 3.3. Edit: Nevermind... I think it somehow fixed itself.
Thank you so much for this tutorial, the way you go about explaining things with sketches is amazing, so helpful to see whats happening. I'm not using this setup for lightning...I'm using it to create vines that I can draw onto surfaces (walls etc) I'll be adding leaves to the branches. I have a question that will take less time for you to show than I can explain...I only want the branches to face away from the wall I'm drawing on and not behind it, is there a way to rotate the branches to do this...say rotate from -180 to 180 degrees...hope that made sense.
made me lose my mind, when I did curve to mesh a big circle formed around my lightning and I couldn't figure it out until I realized it was bc I still had my original geometry plugged in
Can you add this to a particular video you upload to blender? I'm trying to make a scene where lightning appears once a car tire starts spinning. It's a close up shoot of showing the rims.
Nice. Still i have unexpected issue: The branches (forks) don't follow exactly the main curve and many are separated from it. Using V6.5. Any idea why from anyone?
i spent today trying to figure out a curve system very similar to this in 3.0 and you’ve solved it in a much more elegant way than my current set up. curve parameter in 3.0 seems to only be able to calculate across the sum of all splines, whereas this spline parameter can do it per spline? at any rate thank you for sharing, i’ll try to clean up my node tree with this
Please help? In small size it work, but I have a project where need Lightnings about 400 meters long. Which are the numbers to check or parameters to change (I have tried every value, but only getting terrible results or Blender to freeze 😵💫)? Tried to make little lightning and get it bigger in object mode (without adding scale) , but results are not good. Also when trying to do one lightning in this bigger scale, Blender says that GPU memory is full, I have 12Gb.
Just cannot get the Capture Attribute -node to work. When I look at the values with a viewer node, everything looks good, the radius and the captured attribute match, but patching the attribute into the Map Range -node just gives me nothing. Multiplying the attribute does nothing, so essentially it's patching through a zero for some reason.
It's in Alpha, you can download Alpha (and other) versions of Blender, it doesn't need to be officially out (though they will be more buggy than a 'stable' release of course)
Love the tutorial, but like a few others I've hit a hitch at the fork radius with the Capture Attribute node. I am running 3.1, though it still appears to be passing through a 0 to the map range. I've followed through the steps about 3 times now, but I can't get past this step. Does anyone have any debugging advice?
Going to answer my own question. Hopefully it helps someone else out. I replaced the group input node feeding into capture attribute. I'm uncertain as to why, but that seems to have solved it. I'm unsure why this works/didn't work. I fiddled with every other node but this one for hours. Great tutorial Max, had fun, learned a lot. Your doodles explaining the math behind what you're doing is super helpful.
@@DJSantoBeatz Yeah, so what I did was delete the initial group input, created a new one, and put it into the exact same spot Max has in the video, with geometry still piping down the resample stream. I was surprised when it worked, because functionally nothing changed. It might be a 3.1 bug of some kind.
Eyo, nice Tutorial! Is there any way to change the color of the lightning along its length? So eg its red at the top and shifts to green at the bottom?
I'm fair sure it's possible. You'd have to capture the spline parameter length, output it to the shader editor and use it to drive a color ramp. However, it's a bit more complicated due to the forks, since the start of their length attribute would depend on where they are on the curve.
I may be wrong but I believe you could do this by using a vector math and measuring the length from each point to the origin which would give a float you could bring into the shader editor as an attribute
u can use a gradient but it won't apply for every single fork but for the whole thing from start to finish, it isn't as detailed but will have fantastic results as well
Here's a little bonus: the From Max input of the Map Range node at 18:30 can be used in the range of 0 to 1 as another way to trim the lightning without the wiggling effect.
i have the last version of blender available now but i can't find the node "SPLINE PARAMETER", can you tell me why? thanks
i am an an engineer so the moment u started explaining the graph and equation i was sold, i knew i was going to understand this... and it did....
You are far more advanced in knowledge of geo nodes than any other youtuber. You will be famous one day, keep it up. If you did a paid course to learn geo nodes, i would absolutely buy it no matter the cost. Following tutorials can only take me so far, I don't actually understand how to create complex objects like this.
you're way too powerful! Stahp! xD
I can't stop admiring your geometry node creativity. I've gotten so comfortable with the shader nodes, but just can't get into geometry nodes for some reason. You're definitely helping me :>
your tutorials are very concise yet easy to follow. I learned so much about Blender from this video. thank you.
MaxEdge I want to thank you for your fantastic tutorial that helped me build a very important scenario for me.
Thanks to this tutorial I managed to make a very dynamic and volatile lightning system with which I can give visual reality to the elements inside them that serve as a distribution point for these lightning bolts.
Your analogy and mathematical construction with geometry Nodes is fantastic. I confess that I was more in the ideology of copying and reproducing. Then I made other appointments to know how to make internal adjustments in each group. I select the NODE or set of NODES and type CTRL+J and then type N to open the extra control panel, go to NODE, mark "COLOR", then in "LABEL" I write what these NODES control, for example : Number of Forks, Rotation of Forks, Length of Forks and etc etc.
I now have a matrix file and I hope to use it a lot in future projects.
THANK YOU SO MUCH!
Tip:
when blender crashes, do a recover from file menu and recover last session or check the autosave this helps a lot.
Great Tut though!
2 small tips :
- instead of using a multiply operator to scale a vector, you can use the "Scale" operator ;)
- you can type "tau" instead of "2*pi"
YOOOOOOO my life just got 25% easier
Now you have 1,15k subs. Next Month you’ll have 1,15mil.
This is so impressive. Thank you for sharing your knowledge and workflow. Amazing
The vfx part of my brain is doing gymnastics blender geometry nodes will be life from now
I never comment on TH-cam videos but holy crap this is the most comprehensive tutorial I’ve ever seen.
Wizardry. I cannot fathom how you even begin to work this stuff out.
This already looks great and i haven't even started the tutorial. No need to waste time i'm subscribing right away 😤😤
Wonerful content man! You're killing it. Can't wait to see what else you create.
Hi Max! Thank you for your work! In Blender 3.2 I found the replacement for group of Math nodes that are making a "parabola curve" to control boost of the noise. You apply it here at 05:15 . For me using the Vector Curve node worked better - with previous set up it worked bad with the Overall Noise.
Very clear explanation and I really appreciate the maths explanation to make it clear. Great job!
nice tutorial thanks! you are the real competitor for the Badnormals guy ;)
I love your tutorials, about the blender crashing part. You can recover progress through Recover > Auto-Save (if it's enabled) > Then Select your Project's most recent save file. It doesn't save stuff that you baked btw but it can save some progress if you have Auto-save enabled.
I loved this tutorial sir, Thank you very much on making this dynamic lightning tutorial.
You are a literal genius
how do you actually change the color of the lightning?
answer: 26:30 - change the emission color in the lightning shader
Nice! The best tutorial about lightning in geo nodes. Thanks
Thank you, great tutorial, all works well, until 19:40. "Curve radius" do not transfer to Map Range node. I using Blender 3.1 Alpha (from official site)
Thanks Sergei - this seems to be the issue I've been stuck dealing with. Let me know if you've found a solution please.
@@DJSantoBeatz Managed to solve the problem, it will be necessary to make changes to the node "Fork", I passed radius of vertices with the main curve, child rays come from these vertices. Using version 3.2Alpha th-cam.com/video/b6F5Br8TtOU/w-d-xo.html
Amazing tutorial for Geomtry Nodes thank you Max Edge, +1 like
Oh, for anyone on 3.0.1, the way you can set up the thing at 19:50 using a Curve parameter for the value, spline length into power math node into To Min, it breaks if you scale it too much tho.
Edit edit: The log function seems to work better?
Can you elaborate? I’m having an issue following
Excellent tutorial! Your knowledge of how and why to do is very impressive. Thank you!!
U need more views RN DAMNNN THIS IS SO GOOD
I have a problem at 19:45 , When i plug in "Capture Attribute" everything disappears...i can see only the main curve. Does anyone know a fix?
Having the same issue, in 3.0
@@DJSantoBeatz maybe because 3.0 doesn't have spline parameter but curve? i think i'll just update
Edit: updating to 3.1 fixed it, so i think it's spline/curve parameter
@@F3rd0 I'm strangely still having the same issue in 3.1? Did you load your 3.0 project in to 3.1 and it was fixed? I noticed that it automatically converted curve parameter nodes to spline parameters, but it still seems to be passing a 0 value through the capture attribute node
@@DJSantoBeatz I downloaded blender 3.1, chose to import 3.0 settings, deleted blender 3.0, opened old file and curve parameter was converted to spline parameter but i deleted it and re connected...it worked for me
amazing tutorial mate. however, you could simplify the parabolic equation by simply eliminating it and using a RGB curve node to manipulate the effect of noise according to your liking!
Cheers!
thanku for existing ❤
Amazing, Best Lightning tutorial out there, thank you!
1 question, i might have made a small mistake somewhere along the line, for some reason some of the instances (mainly on the 2e fork) are not perfectly lined up with the main lightning. there is a little gap at the start of the forks. does anybody know how to fix this ? Thanks !!
Great tutorial. Thank you. One issue that cropped up when I plugged in the noise node after the Join Geometry (21:32)... the secondary curves detached from the main curve. Using Blender 3.3. Edit: Nevermind... I think it somehow fixed itself.
i subscribed for this tutorial thx. i will try this later.
Got this working in 3.0 but had to mess with it so much that I have no idea what exactly I had to do differently
Fantastic and a lot of fun. Thank you.
Pls make a part 3! The object made out of lightning is exactly what I need
Thank you so much for this tutorial, the way you go about explaining things with sketches is amazing, so helpful to see whats happening.
I'm not using this setup for lightning...I'm using it to create vines that I can draw onto surfaces (walls etc) I'll be adding leaves to the branches. I have a question that will take less time for you to show than I can explain...I only want the branches to face away from the wall I'm drawing on and not behind it, is there a way to rotate the branches to do this...say rotate from -180 to 180 degrees...hope that made sense.
If you crash, there is likely a recent autosave; you should be able to open it from the File>open>autosave/recover button
I have an issue at 19:35, My secondary forks disappear when I plug the capture attribute into the min for the scale of the secondary forks
thanku sir ji very use full
Well done dude 👏👏👏👏👏👏👏
made me lose my mind, when I did curve to mesh a big circle formed around my lightning and I couldn't figure it out until I realized it was bc I still had my original geometry plugged in
love it.
very detailed thank you
Verry verry good!!
fabulour work!
Can you add this to a particular video you upload to blender? I'm trying to make a scene where lightning appears once a car tire starts spinning. It's a close up shoot of showing the rims.
My third try made it to 21:05 and I got totally lost and had to give up. Jumping around way too much for me to follow.
YOU ARE AMAZING!
Hey awesome content! When is part three out?
thank you
i have the last version of blender available now but i can't find the node "SPLINE PARAMETER", can anyone tell me why? thanks
Damn this is great! ty for sharing :D
yoooo this is dope, thanks you
Amazing!
Nice. Still i have unexpected issue: The branches (forks) don't follow exactly the main curve and many are separated from it. Using V6.5. Any idea why from anyone?
Alright part 3 let's go
Can you make a video where how we can import file and use, as I tried but not working
i spent today trying to figure out a curve system very similar to this in 3.0 and you’ve solved it in a much more elegant way than my current set up. curve parameter in 3.0 seems to only be able to calculate across the sum of all splines, whereas this spline parameter can do it per spline?
at any rate thank you for sharing, i’ll try to clean up my node tree with this
Nice!! Does this still work with version 4.01?
I had the exact same crash at the same point about 2 or 3 times only saving just before that step I could make it work
Me too. Something about the seeds control on the group input makes them crash. Perhaps they dont like being together?
Can't find the spline parameter node, 3.0.1
This is cool!
wow its cool!
My lightning is not so much lightning and more of a very big tree branch. It's all over the place and such
Please help? In small size it work, but I have a project where need Lightnings about 400 meters long. Which are the numbers to check or parameters to change (I have tried every value, but only getting terrible results or Blender to freeze 😵💫)? Tried to make little lightning and get it bigger in object mode (without adding scale) , but results are not good. Also when trying to do one lightning in this bigger scale, Blender says that GPU memory is full, I have 12Gb.
wow, soo cool.
is any one else having a problem with the gumroad file. i cant seem to get the effect to apper.
what version is the spline parameter?
How would I make them each have a random color? I'm quite new to geo nodes so I don't know how to get an attribute in to the shader editor
Thanks
my break offs are not connected to the base
bruh i should've payed attention in math class
Will this still work in Blender 3.5?
Thanks!!!
Just cannot get the Capture Attribute -node to work. When I look at the values with a viewer node, everything looks good, the radius and the captured attribute match, but patching the attribute into the Map Range -node just gives me nothing. Multiplying the attribute does nothing, so essentially it's patching through a zero for some reason.
Make sure you're using blender 3.1.
can you put the link of blender 3.1
is that Palpatine?
How do you get the times above the nodes?
Is blender 3.1 even out yet?
It's in Alpha, you can download Alpha (and other) versions of Blender, it doesn't need to be officially out (though they will be more buggy than a 'stable' release of course)
Love the tutorial, but like a few others I've hit a hitch at the fork radius with the Capture Attribute node. I am running 3.1, though it still appears to be passing through a 0 to the map range. I've followed through the steps about 3 times now, but I can't get past this step. Does anyone have any debugging advice?
Going to answer my own question. Hopefully it helps someone else out.
I replaced the group input node feeding into capture attribute. I'm uncertain as to why, but that seems to have solved it. I'm unsure why this works/didn't work. I fiddled with every other node but this one for hours.
Great tutorial Max, had fun, learned a lot. Your doodles explaining the math behind what you're doing is super helpful.
@@Mechacosm Thanks Scott - still having this same issue, did you simply delete & replace the group input node and it worked for you?
Try setting the radius before the resample node.
@@MaxEdge420 Sorry, I still can't fix it with these methods…
@@DJSantoBeatz Yeah, so what I did was delete the initial group input, created a new one, and put it into the exact same spot Max has in the video, with geometry still piping down the resample stream.
I was surprised when it worked, because functionally nothing changed. It might be a 3.1 bug of some kind.
Eyo, nice Tutorial! Is there any way to change the color of the lightning along its length? So eg its red at the top and shifts to green at the bottom?
I'm fair sure it's possible. You'd have to capture the spline parameter length, output it to the shader editor and use it to drive a color ramp. However, it's a bit more complicated due to the forks, since the start of their length attribute would depend on where they are on the curve.
I may be wrong but I believe you could do this by using a vector math and measuring the length from each point to the origin which would give a float you could bring into the shader editor as an attribute
u can use a gradient but it won't apply for every single fork but for the whole thing from start to finish, it isn't as detailed but will have fantastic results as well
Mad.
Hi, guys! Can someone tell me how to use the .Json file from the gumroad to use it as the geometry node above?
Where are you getting a .json? The download page links to a .blend file.
@@MaxEdge420 error on my end! solved! =)
🔥🔥😍
10:10 XD
Sir can you send me node HD image
Yes yes